College Tales: Pilot Study on Large Language Models Generated Narratives for Mental Health Literacy

Mental health, while a crucial component of health, has often been neglected and stigmatised. University students, considering their unique situations and stressors, are more vulnerable to experiencing mental health challenges and being affected by stigma. The use of Large Language Models (LLMs) creates an opportunity to impart knowledge through digital interventions to address stigma, misinformation, and increase Mental Health Literacy in university students. Using a LLM generated prompt game, we conducted a pilot study with 5 mental health professionals. Through semi-structured interviews about the prototype and the narrative, we identified several narrative problems, such as missing information or overly simplified concepts. While the prototype has limitations, the participants considered it to have potential to be integrated as a tool for professionals.

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Publication Details

Published
2024-10-08
DOI
https://doi.org/10.1145/3681716.3689447
Citations
3
Primary Topic
Mental Health Treatment and Access
Type
article
Field-Weighted Citation Impact
1.93
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article

College Tales: Pilot Study on Large Language Models Generated Narratives for Mental Health Literacy

Paulo Bala, Pedro Campos, José Pedro Vieira Sousa
3 citations
Mental Health Treatment and Access
1.93
article

College Tales: Pilot Study on Large Language Models Generated Narratives for Mental Health Literacy

Paulo Bala, Pedro Campos, José Pedro Vieira Sousa
article en
3 citations

Abstract

Mental health, while a crucial component of health, has often been neglected and stigmatised. University students, considering their unique situations and stressors, are more vulnerable to experiencing mental health challenges and being affected by stigma. The use of Large Language Models (LLMs) creates an opportunity to impart knowledge through digital interventions to address stigma, misinformation, and increase Mental Health Literacy in university students. Using a LLM generated prompt game, we conducted a pilot study with 5 mental health professionals. Through semi-structured interviews about the prototype and the narrative, we identified several narrative problems, such as missing information or overly simplified concepts. While the prototype has limitations, the participants considered it to have potential to be integrated as a tool for professionals.

Active Technologies (Italy) (IT), Instituto de Tecnologias Interativas, Universidade da Madeira (PT)
Quality Education
Openalex Percentile: Top 13%
Mental Health Treatment and Access
1.93
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